Я хотел бы использовать Qt и PyOpenGL для создания графика в реальном времени и немного узнать о OpenGL, но у меня возникают проблемы даже с отображением моих тестовых данных initail.
Идея состоит в том, чтобы сохранить координаты x и y-координаты в разных буферах, поскольку координаты x будут редко меняться, в то время как координаты y будут меняться почти на каждый рендер. К сожалению, наличие их в разных буферах дает мне проблемы.
Сейчас у меня нет ошибок, и ничего не появляется, поэтому я не уверен, куда идти.
Вот что я до сих пор использовал для класса построения:
class GLWidget(QtOpenGL.QGLWidget):
def __init__(self, parent=None):
self.parent = parent
QtOpenGL.QGLWidget.__init__(self, parent)
self.current_position = 0
def initializeGL(self):
self.initGeometry()
self.vertex_code = """
#version 120
attribute vec4 color;
attribute float x_position;
attribute float y_position;
varying vec4 v_color;
void main()
{
gl_Position = vec4(x_position, y_position, 0.0, 1.0);
v_color = color;
} """
self.fragment_code = """
#version 120
varying vec4 v_color;
void main()
{
//gl_FragColor = v_color;
gl_FragColor = vec4(1,1,1,1);
} """
## Build and activate program
# Request program and shader slots from GPU
self.program = GL.glCreateProgram()
self.vertex = GL.glCreateShader(GL.GL_VERTEX_SHADER)
self.fragment = GL.glCreateShader(GL.GL_FRAGMENT_SHADER)
# Set shaders source
GL.glShaderSource(self.vertex, self.vertex_code)
GL.glShaderSource(self.fragment, self.fragment_code)
# Compile shaders
GL.glCompileShader(self.vertex)
GL.glCompileShader(self.fragment)
# Attach shader objects to the program
GL.glAttachShader(self.program, self.vertex)
GL.glAttachShader(self.program, self.fragment)
# Build program
GL.glLinkProgram(self.program)
# Get rid of shaders (not needed anymore)
GL.glDetachShader(self.program, self.vertex)
GL.glDetachShader(self.program, self.fragment)
# Make program the default program
GL.glUseProgram(self.program)
# Create array object
self.vao = GL.glGenVertexArrays(1)
GL.glBindVertexArray(self.vao)
# Request buffer slot from GPU
self.x_data_buffer = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.x), self.x, GL.GL_DYNAMIC_DRAW)
self.y_data_buffer = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.y), self.y, GL.GL_DYNAMIC_DRAW)
## Bind attributes
#self.stride = self.x.strides[0]
#self.offset = ctypes.c_void_p(0)
self.loc = GL.glGetAttribLocation(self.program, "x_position".encode('utf-8'))
GL.glEnableVertexAttribArray(self.loc)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)
#self.stride = self.y.strides[0]
#self.offset = ctypes.c_void_p(0)
self.loc = GL.glGetAttribLocation(self.program, "y_position".encode('utf-8'))
GL.glEnableVertexAttribArray(self.loc)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)
def resizeGL(self, width, height):
if height == 0: height = 1
GL.glViewport(0, 0, width, height)
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity()
aspect = width / float(height)
GLU.gluPerspective(45.0, aspect, 1.0, 100.0)
GL.glMatrixMode(GL.GL_MODELVIEW)
def paintGL(self):
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
GL.glDrawArrays(GL.GL_LINE_STRIP, 0, self.bins)
def initGeometry(self):
self.bins = 1000
self.x = np.linspace(-0.5,0.5,self.bins)
self.y = np.array([np.sin(val*2*np.pi) for val in self.x])
self.color = np.array([(1,1,1,1) for x in np.arange(self.bins)])
def addPoint(self, point):
#print('ADD POINT')
self.y[self.current_position] = point
if self.current_position < self.bins-1:
self.current_position += 1
else:
self.current_position = 0
return True
def render(self):
#print('RENDER')
self.updateGL()
return True
Я также разместил здесь полную рабочую версию программы:
import sys
from PyQt5.QtWidgets import QDesktopWidget, QMainWindow, QWidget, QAction, qApp, QApplication, QHBoxLayout, QVBoxLayout, QPushButton
from PyQt5.QtCore import QTimer
from PyQt5.QtGui import QIcon
from PyQt5 import QtOpenGL
from OpenGL import GL
from OpenGL import GLU
from OpenGL.arrays.arraydatatype import ArrayDatatype
import ctypes
import numpy as np
from threading import Timer, Thread, Event
class OxySensor(QMainWindow):
def __init__(self):
super().__init__()
self.initUI()
self.initActions()
self.initMenuBar()
self.initRenderTimer()
self.start()
def initUI(self):
self.resize(800,600)
self.center()
self.setWindowTitle('OxySensor')
okButton = QPushButton("OK")
cancelButton = QPushButton("Cancel")
hbox = QHBoxLayout()
hbox.addStretch(1)
hbox.addWidget(okButton)
hbox.addWidget(cancelButton)
vbox = QVBoxLayout()
#vbox.addStretch(1)
self.gl_widget = GLWidget()
vbox.addWidget(self.gl_widget)
vbox.addLayout(hbox)
mainWidget = QWidget(self)
mainWidget.setLayout(vbox)
self.setCentralWidget(mainWidget)
self.show()
def initActions(self):
self.exitAction = QAction(QIcon('images/close20.png'), '&Exit', self)
self.exitAction.setShortcut('Ctrl+W')
self.exitAction.setStatusTip('Exit application')
self.exitAction.triggered.connect(self.onExit)
def initMenuBar(self):
menubar = self.menuBar()
fileMenu = menubar.addMenu('&File')
fileMenu.addAction(self.exitAction)
return True
def initRenderTimer(self):
self.timer = QTimer()
self.timer.timeout.connect(self.gl_widget.render)
self.timer.start(100)
return True
def start(self):
self.stop_flag = Event()
self.thread = SerialPort(self.onTimerExpired, self.stop_flag)
self.thread.start()
self.statusBar().showMessage('Ready')
def center(self):
qr = self.frameGeometry()
cp = QDesktopWidget().availableGeometry().center()
qr.moveCenter(cp)
self.move(qr.topLeft())
return True
def onTimerExpired(self):
data = np.random.uniform(-1,1)
self.gl_widget.addPoint(data)
return True
def onExit(self):
self.close()
return None
def closeEvent(self,event):
self.stop_flag.set()
event.accept()
return None
class GLWidget(QtOpenGL.QGLWidget):
def __init__(self, parent=None):
self.parent = parent
QtOpenGL.QGLWidget.__init__(self, parent)
self.yRotDeg = 0.0
self.current_position = 0
def initializeGL(self):
self.initGeometry()
self.vertex_code = """
#version 120
attribute vec4 color;
attribute float x_position;
attribute float y_position;
varying vec4 v_color;
void main()
{
gl_Position = vec4(x_position, y_position, 0.0, 1.0);
v_color = color;
} """
self.fragment_code = """
#version 120
varying vec4 v_color;
void main()
{
//gl_FragColor = v_color;
gl_FragColor = vec4(1,1,1,1);
} """
## Build and activate program
# Request program and shader slots from GPU
self.program = GL.glCreateProgram()
self.vertex = GL.glCreateShader(GL.GL_VERTEX_SHADER)
self.fragment = GL.glCreateShader(GL.GL_FRAGMENT_SHADER)
# Set shaders source
GL.glShaderSource(self.vertex, self.vertex_code)
GL.glShaderSource(self.fragment, self.fragment_code)
# Compile shaders
GL.glCompileShader(self.vertex)
GL.glCompileShader(self.fragment)
# Attach shader objects to the program
GL.glAttachShader(self.program, self.vertex)
GL.glAttachShader(self.program, self.fragment)
# Build program
GL.glLinkProgram(self.program)
# Get rid of shaders (not needed anymore)
GL.glDetachShader(self.program, self.vertex)
GL.glDetachShader(self.program, self.fragment)
# Make program the default program
GL.glUseProgram(self.program)
# Create array object
self.vao = GL.glGenVertexArrays(1)
GL.glBindVertexArray(self.vao)
# Request buffer slot from GPU
self.x_data_buffer = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.x), self.x, GL.GL_DYNAMIC_DRAW)
self.y_data_buffer = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.y), self.y, GL.GL_DYNAMIC_DRAW)
## Bind attributes
#self.stride = self.x.strides[0]
#self.offset = ctypes.c_void_p(0)
self.loc = GL.glGetAttribLocation(self.program, "x_position".encode('utf-8'))
GL.glEnableVertexAttribArray(self.loc)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)
#self.stride = self.y.strides[0]
#self.offset = ctypes.c_void_p(0)
self.loc = GL.glGetAttribLocation(self.program, "y_position".encode('utf-8'))
GL.glEnableVertexAttribArray(self.loc)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)
def resizeGL(self, width, height):
if height == 0: height = 1
GL.glViewport(0, 0, width, height)
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity()
aspect = width / float(height)
GLU.gluPerspective(45.0, aspect, 1.0, 100.0)
GL.glMatrixMode(GL.GL_MODELVIEW)
def paintGL(self):
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
GL.glDrawArrays(GL.GL_LINE_STRIP, 0, self.bins)
def initGeometry(self):
self.bins = 1000
self.x = np.linspace(-0.5,0.5,self.bins)
self.y = np.array([np.sin(val*2*np.pi) for val in self.x])
self.color = np.array([(1,1,1,1) for x in np.arange(self.bins)])
def addPoint(self, point):
#print('ADD POINT')
self.y[self.current_position] = point
if self.current_position < self.bins-1:
self.current_position += 1
else:
self.current_position = 0
return True
def render(self):
#print('RENDER')
self.updateGL()
return True
class SerialPort(Thread):
def __init__(self, callback, event):
Thread.__init__(self)
self.callback = callback
self.stopped = event
return None
def SetInterval(self, time_in_seconds):
self.delay_period = time_in_seconds
return True
def run(self):
while not self.stopped.wait(0.1):
self.callback()
return True
if __name__ == '__main__':
app = QApplication(sys.argv)
oxy_sensor = OxySensor()
sys.exit(app.exec_())